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Showing content with the highest reputation on 02/25/21 in all areas

  1. 3 points
    640x480 is about all the VRAM on VERA can handle; and about what a 65x02 @ 8MHz can handle populating the VRAM in a timely manner.
  2. 2 points

    Version 1.0.0

    17 downloads

    This is the example program for my video that introduces how to control the VERA using assembly language: Controls: 1-5: Set Foreground Color 0,6-9: Set Background Color I: Zoom In O: Zoom Out R: Toggle Character Set S: Convert @→ T: Toggle Layer 1 P: Toggle Layer 0 C : Toggle Color 1 White/Black Q: Quit The source code is available on GitHub: https://github.com/SlithyMatt/x16-assembly-tutorial/blob/main/Lesson9/vera.asm
  3. 2 points
    Hi everyone just a quick post to say a BIG HELLO from the UK ... really excited about this project and looking forward to getting my hands on some kit / hardware!
  4. 2 points
    No, the VERA cannot just do any signal that was ever put on a VGA cable. No, it is not just a matter of memory. Want to change the resolution? That means changing the pixel clock speed. It also means implementing additional smarts in the video processing to deal with rasterizing lines of multiple widths (and not at a convenient power of 2, either). This likely means having to put the VERA onto a more expensive FPGA to support the additional sophistication. Even if it were just a matter of memory, the VERA's memory is built in with the same FPGA used to implement the video processing. This kind of memory is not cheap. The cheap kind of memory would mean redesigning the entire daughter board for the FPGA chip to use external memory, and this still represents increasing the cost of the VERA due to the added components needed to deal with the external memory source.
  5. 1 point
    5* for such a good tutorial series
  6. 1 point
    It is like a Benchmark but I like it.
  7. 1 point
    Sorry, lost interest in doing something silly, not in your upload, didn't mean that to sound that way. Cool demo!
  8. 1 point
    Vertical Bar Scroller View File This is a demo to try out how far VERA can be pushed: it is quite hard to have vertically (independently) scolling bars using VERA. What this demonstrates is that it is in possible. But only just. It turns out I had to use 80 sprites in combination with a lot of LINE-interrupts. Here is what I did: - Create a 64 pixel by 5*64 pixel colored data rectangle (in this example filled with 4x4 pixel squares) - Place 80 sprites (of 64x64 pixels) from left to right, overlapping mostly, but showing the 4 left pixels of each sprite - These sprites are (vertically) grouped in pairs, so that each pair is placed one pixel lower than the pair next to it on the right - The data address of each sprite (where they get their colored pixels from) are initially set to the same point (they all start with an vertical offset of 0) - For each low-res LINE-interrupt (that is: 240 times per frame) we do the following: - move one pair of sprites (that are *just* out of view) 64 pixels down - change the data address so that it matches it individual vertical-offset - At the end of all the LINE-interrups (after the 240 lines) we do the following: - Adjust the vertical offsets with the individual change-per-frame numbers - Move all sprites back to the top, with negative y-coordinates (according to their offsets) It runs a maximum fps: every frame there is an update. Warning: this demo contains (what amounts to) flashing / strobing effects. # Known issues - There are small horizontal lines visible at certain places. This is probably because the LINE-interrupt code is not fast enough # Comparing hardware with emulator I think this demo will probably not work (exactly) the same on real hardware. It's probably a good way to check whether the emulator is accurate (for certain aspects of the VERA board). # To Compile: cl65 -t cx16 -o VBS.PRG -l vbs.list vbs.asm # To Run: x16emu.exe -prg VBS.PRG -run Regards, Jeffrey Submitter Jeffrey Submitted 02/24/21 Category Demos  
  9. 1 point
    Cool! Now you need an anime artist to make drawings based on these designs. )
  10. 1 point
    Hi, thanks to contributions from András Péteri, the vbcc compiler now comes with support for the X16. I am not very familiar with this machine, but the generated code seems to work well in an X16 emulator. Please let me know if something does not work. So far there is no banking support for this target yet. I am not sure about the state of development, but if the banking scheme is finalized, it would probably be a good idea to add the necessary library routines. A few of the good things: - compiler is under active development - supports C99 (variable-length arrays, designated initializers etc.) - generates optimized code (see dhrystones in sample directory) - supports banked memory and far-pointers - (limited) floating point support based on Steve Wozniaks code - (pretty good) 32/64bit IEEE floating point support based on SANE - support for 65C02 extensions - support for writing interrupt handlers - attributes for putting variables into zero page - supports stack-frames > 256 bytes Changes since r1: - new target: MEGA65 (native mode, some banking support) - new target: Commander X16 (thanks András Péteri) - new options -prefer-statics/-force-statics (allocate local variables in static memory rather than on the stack) - new option -range-opt (first implementation of some range-based optimizations changing induction variables to smaller types) - added support for o65 object file format - added support for Oric target format - better use of x register - improved cross-module function-inlining - IEEE math library works with 65c02 - several code generation improvements - fixed several bugs - slightly reworked examples
  11. 1 point

    Version 1.0.0

    9 downloads

    After seeing others post conversions of classic basic programs, I remembered this one where the computer plays an animal guessing game with you. It tries to guess your secret animal by asking questions about it, and if it doesn't know the animal, it asks about your chosen animal so it knows about it the next round! (It's basically building a binary search tree) note: all knowledge is lost when the program exits. (maybe I'll make a future version where it can save/load the animals and questions) Source code is here: https://github.com/irmen/prog8/blob/master/examples/animals.p8
  12. 1 point
    VERA Demo Screen written in assembly View File I have been playing with the VERA chip in assembly, and have come up with a cheeky little demo screen that is reminiscent of some 80s demos I can remember as a kid. No music or fancy interactive stuff, but some of you might find it amusing. Warning: As a GP I feel I ought to point out this demo contains flashing / strobing effects! Thanks to the excellent tutorials of SlithyMatt - Commander X16™ Community, especially the latest one demystifying the VERA chip. I have used a lot of his code from the latest tutorial to create this demo. Submitter gavinhaslehurst Submitted 02/24/21 Category Demos  
  13. 1 point
    Not quite, it's more like musing about raising a whole line of race horses, found a dynasty and retiring with a business empire.. ... once you have that colt and won the race of course. ;-) Don't worry, I know this is not the time for so far fetched plans, that's why I added all those thoughts about the possible complications. Sorry if that wasn't specific enough, I'm just in the habit of thinking ahead and gauging possibilities.
  14. 1 point
    For me, it's mainly 70's/80's music, and 80's/90's country. Though I listen to songs from a wide range of genres, with only a few exceptions. I don't care for opera, but I do like classical and instrumental. I don't like most metal or rock where the singer is either screaming or sounds like their trying to eat the microphone. Lastly, I don't care for must that feels "hateful" or "negative". I listen to music to relax, unwind, or be happy. More relevant to retro-tech, I really enjoy a lot of old video game music. There were a lot of good songs written for games, some of my favorites being from the Castlevania franchise, Blaster Master, and Mega Man franchises. I also used to love Amiga "mod" music, using old school "trackers" to see what I could come up with, and play what I found on different BBS and other boards back then. So much fun!
  15. 1 point
    some metal. depends on what im up to. if i'm at the bar playing pool it's metallica or megadeth. Sent from my SM-T720 using Tapatalk
  16. 1 point
    Also isn't it more fun to work with the constraints we have now! Instead of having a 16 or even 32 bit true color screenmode we could try to do something like FLI on the C64 where a bitmap image was showing MORE colors by changing the palette every X scanlines or interpolating 2 colors in interlaced frames.... This kind of trickery is for me a big part of the charm of the original 8 bit systems. Push them to the limits and beyond normal expected results by using interesting new tricks. I wonder what we can do with the Vera
  17. 1 point
    And the price point is just one part of it. It's an 8bit system with an 8bit processor driving an 8bit data bus. What would be the point of 24bit color support,for 1280x1024? How effectively could the 65c02 support it? 640x480 has a very real point: it allows 80 column text mode. Once that is hit (as some if not all 8bit systems did), the question becomes WHY raise the cost of the system with the next tier up FPGA in both number of available slices and available built in SRAM? There's always "more" to be hit in terms of resolution, which is why they are now pushing consumers to "upgrade" to 4K TVs. To paraphrase Jurassic Park, "your computer scientists were so busy trying to find out how to do it, they forgot to ask WHETHER they should do it."
  18. 1 point
    I would agree that we do not expect to change the speed of the product. In some cases features may be taken away as the board gets simpler, so it would be contradictory to also give it a speed improvement for less money. Perifractic, X16 Visual Designer http://youtube.com/perifractic
  19. 1 point
    I realize this may not come as good news but we have no plans to employ a warehouse outside of the USA. To do so would add to the unit price of every item sold outside the USA, which to some extent would come close to import duties that you would pay anyway. This really started out as a hobby for David and keeping everything simple is the key to actually launching the product. If we add variables on top of variables, complexities, and the inevitable problems of warehouse staff not doing their jobs properly or other problems we have to go in and fix, and it just becomes futile. We are also conscious that David in his very first video stated he wanted the computer to sell for absolute bottom dollar. If the retail price outside the USA has an inflated unit price due to incorporated warehouse and distributor cuts, we will likely get kickback and bad press from the community saying it is “too expensive” or we are penalizing people overseas by charging them more compared to Americans. We are happy to offer international shipping options but at the moment it is expected that everything will ship directly from the USA only, as with many other products. Sorry if that is bad news but thank you for understanding the need to keep this project simple, straightforward, and at the lowest possible selling price. Perifractic, X16 Visual Designer http://youtube.com/perifractic
  20. 1 point
    I am sure that cc64 will be more effective and create better code, the advantage of the Super C would be that it would run on the computer itself. Except BASIC and assembly I assume that the only efficient and fast languages we could add would be something like Forth.
  21. 1 point
    This will be the first place that any updates are announced, check back regularly. But as a friendly reminder asking for updates is kind of frowned upon, as everybody involved in this is volunteering their time. These forums are the best source for new information when it becomes available and will be updated first thing as any updates are made.
  22. 1 point

    Version 1.0.0

    614 downloads

    A demonstration of the use of BASIC, sprites, and banks to create a tiled map. Everything is quite primitive right now. The response time is slow. The map is 256 x 256 and stored in banks 10-17 (it's 64k). My plan is of course to make it larger. Use the cursor keys to move about the map.
  23. 1 point
    Glad to see that a highly desirable community computer is about to be born. I would like to buy one (or a kit) once its finished. The big problem is that I'm in Europe (Germany). That means everything worth more about 25$ that comes from overseas must pass the customs. Everything electrical must have a CE-label otherwise the customs will either send it back or destroy it. Are there any thoughts on getting a CE-label? Basically it is a self declaration of the manufacturer/seller that the item meets all rules that apply in the EU. There are no really ways to circumvent this, but one trick is to find an importer in a EU country. So the end user buys it from there, thus passes no customs. The next thing is that the video out seems to be NTSC only. A PAL version would be great, this would let the EU users use their old CRTs. Are there thoughts on other character sets other than us? I don't bother about the power supply, that is something one can buy here or DIY.
  24. 1 point
    Awesome job by a dedicated group of individuals!
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